291 lines
9.9 KiB
C#
291 lines
9.9 KiB
C#
using System.Linq;
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using Content.Client.DoAfter.UI;
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using Content.Shared.DoAfter;
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using Content.Shared.Examine;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.GameStates;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.DoAfter
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{
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/// <summary>
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/// Handles events that need to happen after a certain amount of time where the event could be cancelled by factors
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/// such as moving.
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/// </summary>
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[UsedImplicitly]
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public sealed class DoAfterSystem : EntitySystem
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{
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/*
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* How this is currently setup (client-side):
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* DoAfterGui handles the actual bars displayed above heads. It also uses FrameUpdate to flash cancellations
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* DoAfterEntitySystem handles checking predictions every tick as well as removing / cancelling DoAfters due to time elapsed.
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* DoAfterComponent handles network messages inbound as well as storing the DoAfter data.
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* It'll also handle overall cleanup when one is removed (i.e. removing it from DoAfterGui).
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*/
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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/// <summary>
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/// We'll use an excess time so stuff like finishing effects can show.
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/// </summary>
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public const float ExcessTime = 0.5f;
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private EntityUid? _attachedEntity;
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public override void Initialize()
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{
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base.Initialize();
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UpdatesOutsidePrediction = true;
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SubscribeLocalEvent<PlayerAttachSysMessage>(HandlePlayerAttached);
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SubscribeNetworkEvent<CancelledDoAfterMessage>(OnCancelledDoAfter);
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SubscribeLocalEvent<DoAfterComponent, ComponentStartup>(OnDoAfterStartup);
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SubscribeLocalEvent<DoAfterComponent, ComponentShutdown>(OnDoAfterShutdown);
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SubscribeLocalEvent<DoAfterComponent, ComponentHandleState>(OnDoAfterHandleState);
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}
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private void OnDoAfterHandleState(EntityUid uid, DoAfterComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not DoAfterComponentState state)
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return;
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var toRemove = new RemQueue<ClientDoAfter>();
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foreach (var (id, doAfter) in component.DoAfters)
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{
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var found = false;
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foreach (var clientdoAfter in state.DoAfters)
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{
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if (clientdoAfter.ID == id)
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{
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found = true;
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break;
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}
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}
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if (!found)
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{
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toRemove.Add(doAfter);
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}
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}
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foreach (var doAfter in toRemove)
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{
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Remove(component, doAfter);
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}
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foreach (var doAfter in state.DoAfters)
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{
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if (component.DoAfters.ContainsKey(doAfter.ID))
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continue;
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component.DoAfters.Add(doAfter.ID, doAfter);
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}
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if (component.Gui == null || component.Gui.Disposed)
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return;
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foreach (var (_, doAfter) in component.DoAfters)
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{
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component.Gui.AddDoAfter(doAfter);
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}
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}
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private void OnDoAfterStartup(EntityUid uid, DoAfterComponent component, ComponentStartup args)
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{
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Enable(component);
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}
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private void OnDoAfterShutdown(EntityUid uid, DoAfterComponent component, ComponentShutdown args)
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{
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Disable(component);
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}
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private void OnCancelledDoAfter(CancelledDoAfterMessage ev)
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{
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if (!TryComp<DoAfterComponent>(ev.Uid, out var doAfter)) return;
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Cancel(doAfter, ev.ID);
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}
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private void HandlePlayerAttached(PlayerAttachSysMessage message)
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{
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_attachedEntity = message.AttachedEntity;
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}
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/// <summary>
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/// For handling PVS so we dispose of controls if they go out of range
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/// </summary>
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public void Enable(DoAfterComponent component)
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{
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if (component.Gui?.Disposed == false)
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return;
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component.Gui = new DoAfterGui {AttachedEntity = component.Owner};
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foreach (var (_, doAfter) in component.DoAfters)
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{
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component.Gui.AddDoAfter(doAfter);
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}
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foreach (var (_, cancelled) in component.CancelledDoAfters)
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{
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component.Gui.CancelDoAfter(cancelled.ID);
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}
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}
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public void Disable(DoAfterComponent component)
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{
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component.Gui?.Dispose();
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component.Gui = null;
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}
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/// <summary>
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/// Remove a DoAfter without showing a cancellation graphic.
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/// </summary>
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/// <param name="clientDoAfter"></param>
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public void Remove(DoAfterComponent component, ClientDoAfter clientDoAfter)
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{
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component.DoAfters.Remove(clientDoAfter.ID);
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var found = false;
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for (var i = component.CancelledDoAfters.Count - 1; i >= 0; i--)
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{
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var cancelled = component.CancelledDoAfters[i];
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if (cancelled.Message == clientDoAfter)
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{
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component.CancelledDoAfters.RemoveAt(i);
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found = true;
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break;
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}
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}
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if (!found)
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component.DoAfters.Remove(clientDoAfter.ID);
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component.Gui?.RemoveDoAfter(clientDoAfter.ID);
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}
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/// <summary>
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/// Mark a DoAfter as cancelled and show a cancellation graphic.
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/// </summary>
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/// Actual removal is handled by DoAfterEntitySystem.
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/// <param name="id"></param>
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/// <param name="currentTime"></param>
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public void Cancel(DoAfterComponent component, byte id, TimeSpan? currentTime = null)
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{
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foreach (var (_, cancelled) in component.CancelledDoAfters)
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{
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if (cancelled.ID == id)
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return;
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}
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if (!component.DoAfters.ContainsKey(id))
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return;
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var doAfterMessage = component.DoAfters[id];
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component.CancelledDoAfters.Add((_gameTiming.CurTime, doAfterMessage));
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component.Gui?.CancelDoAfter(id);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var currentTime = _gameTiming.CurTime;
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// Can't see any I guess?
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if (_attachedEntity is not {Valid: true} entity || Deleted(entity))
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return;
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var viewbox = _eyeManager.GetWorldViewport().Enlarged(2.0f);
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var entXform = Transform(entity);
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var playerPos = entXform.MapPosition;
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foreach (var (comp, xform) in EntityManager.EntityQuery<DoAfterComponent, TransformComponent>(true))
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{
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var doAfters = comp.DoAfters.ToList();
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var compPos = xform.MapPosition;
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if (doAfters.Count == 0 ||
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compPos.MapId != entXform.MapID ||
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!viewbox.Contains(compPos.Position))
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{
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Disable(comp);
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continue;
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}
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var range = (compPos.Position - playerPos.Position).Length + 0.01f;
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if (comp.Owner != _attachedEntity &&
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!ExamineSystemShared.InRangeUnOccluded(
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playerPos,
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compPos, range,
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ent => ent == comp.Owner || ent == _attachedEntity))
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{
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Disable(comp);
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continue;
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}
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Enable(comp);
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var userGrid = xform.Coordinates;
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// Check cancellations / finishes
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foreach (var (id, doAfter) in doAfters)
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{
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var elapsedTime = (currentTime - doAfter.StartTime).TotalSeconds;
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// If we've passed the final time (after the excess to show completion graphic) then remove.
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if (elapsedTime > doAfter.Delay + ExcessTime)
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{
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Remove(comp, doAfter);
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continue;
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}
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// Don't predict cancellation if it's already finished.
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if (elapsedTime > doAfter.Delay)
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continue;
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// Predictions
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if (doAfter.BreakOnUserMove)
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{
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if (!userGrid.InRange(EntityManager, doAfter.UserGrid, doAfter.MovementThreshold))
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{
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Cancel(comp, id, currentTime);
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continue;
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}
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}
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if (doAfter.BreakOnTargetMove)
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{
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if (!EntityManager.Deleted(doAfter.Target) &&
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!Transform(doAfter.Target.Value).Coordinates.InRange(EntityManager, doAfter.TargetGrid,
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doAfter.MovementThreshold))
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{
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Cancel(comp, id, currentTime);
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continue;
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}
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}
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}
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var count = comp.CancelledDoAfters.Count;
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// Remove cancelled DoAfters after ExcessTime has elapsed
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for (var i = count - 1; i >= 0; i--)
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{
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var cancelled = comp.CancelledDoAfters[i];
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if ((currentTime - cancelled.CancelTime).TotalSeconds > ExcessTime)
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{
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Remove(comp, cancelled.Message);
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}
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}
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}
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}
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}
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}
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